#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using ZombieHigh2.GameState;
using ZombieHigh2.Screens;
using ZombieHigh2.Actor;
using ZombieHigh2.Viewport;
using ParticleSystem.Particles.ParticleSystems;
#endregion

namespace ZombieHigh2
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class ZEngine : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        ContentManager content;
        public static SparkParticleSystem sparkParticleSystem;
        public static SmokePlumeParticleSystem smokeParticleSystem;
        
        public ZEngine()
        {
            graphics = new GraphicsDeviceManager(this);
            content = new ContentManager(Services);
        }


        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            //view = Matrix.CreateLookAt(new Vector3(0, 0, 1024), new Vector3(0, 0, 0), Vector3.Up);
            //projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 4.0f / 3.0f, 1, 2048);
            //quadEffect = new BasicEffect(graphics.GraphicsDevice, null);
            //quadEffect.EnableDefaultLighting();
            //quadEffect.Projection = projection;
            //quadEffect.View = view;
            //quadEffect.World = Matrix.Identity;

            //player = new HumanPlayer();

            GameStateManager.Init(this);

            sparkParticleSystem = new SparkParticleSystem(this, content);
            smokeParticleSystem = new SmokePlumeParticleSystem(this, content);

            sparkParticleSystem.DrawOrder = 100;
            smokeParticleSystem.DrawOrder = 200;

            //GameStateManager.SwitchState(new GameScreen(content));
            ViewportInfo.Instance.SetViewport(Window.ClientBounds.Width, Window.ClientBounds.Height);

            Components.Add(sparkParticleSystem);
            Components.Add(smokeParticleSystem);

            base.Initialize();
        }


        /// <summary>
        /// Load your graphics content.  If loadAllContent is true, you should
        /// load content from both ResourceManagementMode pools.  Otherwise, just
        /// load ResourceManagementMode.Manual content.
        /// </summary>
        /// <param name="loadAllContent">Which type of content to load.</param>
        protected override void LoadGraphicsContent(bool loadAllContent)
        {
            GameScreen gameScreen = new GameScreen(content);
            if (loadAllContent)
            {
                // TODO: Load any ResourceManagementMode.Automatic content
                //playerTexture = content.Load<Texture2D>(@"Data\Images\player_human");
                //player.Load(playerTexture);
                
                gameScreen.LoadGraphics(graphics.GraphicsDevice);
                ViewportInfo viewInfo = ViewportInfo.Instance;
                viewInfo.SetViewport(Window.ClientBounds.Width, Window.ClientBounds.Height);


                //MenuScreen menuScreen = new MenuScreen(content);
                //menuScreen.LoadGraphics(graphics.GraphicsDevice);
                //GameStateManager.Instance.PushState(menuScreen);
                IntroScreen introScren = new IntroScreen(content);
                introScren.LoadGraphics(graphics.GraphicsDevice);
                GameStateManager.Instance.PushState(introScren);

            }

            // TODO: Load any ResourceManagementMode.Manual content

            
            //GameStateManager.Instance.PushState(gameScreen);

            
        }


        /// <summary>
        /// Unload your graphics content.  If unloadAllContent is true, you should
        /// unload content from both ResourceManagementMode pools.  Otherwise, just
        /// unload ResourceManagementMode.Manual content.  Manual content will get
        /// Disposed by the GraphicsDevice during a Reset.
        /// </summary>
        /// <param name="unloadAllContent">Which type of content to unload.</param>
        protected override void UnloadGraphicsContent(bool unloadAllContent)
        {
            if (unloadAllContent)
            {
                // TODO: Unload any ResourceManagementMode.Automatic content
                content.Unload();
            }

            // TODO: Unload any ResourceManagementMode.Manual content
        }


        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            if (!GameStateManager.Instance.CurrentState.IsPaused)
            {
                GameStateManager.Instance.CurrentState.Update(gameTime);
            }

            base.Update(gameTime);
        }


        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.CornflowerBlue);

            //graphics.GraphicsDevice.Clear(ClearOptions.Target, Color.CornflowerBlue, 1.0f, 0);
            //graphics.GraphicsDevice.Clear(ClearOptions.DepthBuffer, Color.CornflowerBlue, 1.0f, 0);

            GameStateManager.Instance.CurrentState.Draw(graphics.GraphicsDevice);

            base.Draw(gameTime);

            

            //graphics.GraphicsDevice.VertexDeclaration = vertexDeclaration;

            //// TODO: Add your drawing code here
            //quadEffect.TextureEnabled = true;
            //quadEffect.Texture = playerTexture;

            //quadEffect.Begin();
            //foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes)
            //{
            //    pass.Begin();
            //    player.Draw(graphics.GraphicsDevice);
            //    pass.End();

            //}
            //quadEffect.End();
            
        }
    }
}
